Navigation
Mesh-based navigation and pathfinding node.
Provides navigation and pathfinding within a collection of es. By default, these will be automatically collected from child NavigationMeshInstance nodes, but they can also be added on the fly with . In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
Tutorials
Methods
- up_vector
Defines which direction is up. By default, this is (0, 1, 0)
, which is the world’s “up” direction.
Method Descriptions
- Vector3 get_closest_point ( to_point )
Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on.
- Object get_closest_point_owner ( to_point )
Returns the owner of the NavigationMesh which contains the navigation point closest to the point given. This is usually a . For meshes added via navmesh_add, returns the owner that was given (or if the owner
parameter was omitted).
Returns the navigation point closest to the given line segment. When enabling use_collision
, only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned.
- navmesh_add ( NavigationMesh mesh, xform, Object owner=null )
Adds a . Returns an ID for use with navmesh_remove or . If given, a Transform2D is applied to the polygon. The optional owner
is used as return value for .
Removes the NavigationMesh with the given ID.
- void navmesh_set_transform ( id, Transform xform )
Sets the transform applied to the with the given ID.